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  #11  
Old September 24th, 2002, 11:14 AM

zaphod-42 zaphod-42 is offline
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Default Re: Base Training

Quote:
Originally posted by Dragon of the void:
Why not just keep the system as it is, with a simple addition ?

... (see org. post)
Oppinions anybody ?
IMHO this was discussed before.
Would be nice but i doubt we'll see a system like that before SEV.
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  #12  
Old September 25th, 2002, 07:02 AM
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Skulky Skulky is offline
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Default Re: Base Training

It seems that the resupplly thing was actually a feature... why did they take it out then?
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  #13  
Old September 25th, 2002, 09:23 AM
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Fyron Fyron is offline
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Default Re: Base Training

Quote:
Originally posted by Skulky:
It seems that the resupplly thing was actually a feature... why did they take it out then?
Say you have a fleet of 100 ships that is 80 sectors away from the nearest resupply depot and running low on supplies. You could build one small space station with only the bare minumum of components, and then magically resupply all of your ships in deep space. It was rather unrealistic to be able to do this. And keep in mind that this was possible long before spending millions of research points to get quantum reactors.

[ September 25, 2002, 08:24: Message edited by: Imperator Fyron ]
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  #14  
Old September 25th, 2002, 03:04 PM
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Arkcon Arkcon is offline
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Default Re: Base Training

[quote]Originally posted by Imperator Fyron:
Quote:
Say you have a fleet of 100 ships that is 80 sectors away from the nearest resupply depot and running low on supplies. You could build one small space station with only the bare minumum of components, and then magically resupply all of your ships in deep space. It was rather unrealistic to be able to do this. And keep in mind that this was possible long before spending millions of research points to get quantum reactors.
Yeah, that's an exploit of the games's mechanics. My reasoning was that the base is continually resupplied by the "invisible trader network, by space tourists, etc"

So here's another work around. You can only build a base in orbit of a planet you control. You can fleet with it to resupply, but the deep space station isn't possible.

I very rarely build asteroid mining bases or warp point defence bases. But maybe you wanna say that you can build bases anywhere in a system you have planets.

I realize, now you can't have that fighter base in the nebula, which I did try once or twice. So maybe you can build a base anywhere, it just has normal supply storage, that is continually resupplied by the civilian trader network, at a rate dependant on distance to your planets.

I realize this is all really too complicated for a simple patch. But I did like fleeting with bases around my planets. I never did the deep space exploit, that seemed too cheezy.

But I never buildt resupply depots. I mean really, and entire facililty spot lost just to refuel. Yeah, it's fair and logical, but I hated it. Maybe we could mod the spaceport or spaceyard to resupply.

A exploit I did was to never build one, and resupply by fleeting bases. Then, I'm glad to accept an AI military alliance. I know they're not going to gain any benefit. No colonizing my space. No parking an invasion fleet at my homeworld and declaring war. So now I just don't accept the military alliance.
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  #15  
Old September 25th, 2002, 03:52 PM

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Default Re: Base Training

I tend to use my base fleets to keep the area from being cluttered. Like when I have 20 or so BSY's orbiting my homeworld.

(What would really be nice is some sort of built-in supply generation ability for bases along with some base-only components to increase it. Then make supplies transferrable like cargo.)
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  #16  
Old September 25th, 2002, 05:19 PM
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Default Re: Base Training

Quote:
Originally posted by Sinapus:
(What would really be nice is some sort of built-in supply generation ability for bases along with some base-only components to increase it. Then make supplies transferrable like cargo.)
Yeah, what would make a lot of exploits go away would be to make supply a transferable quantity like cargo. Oh well, for SE5, I guess.
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  #17  
Old September 25th, 2002, 06:44 PM

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Default Re: Base Training

<$.02>

Well, I too liked fleeting bases. As mentioned earlier, if you have 20+ orbiting a planet, the ship list gets kinda' cluttered. But on the other hand, I don't care much for the inherent infinite supply that bases get.

How about having to supply bases just like ships? Maybe give the base hull a certain amount of supply storage. As they don't move, they wouldn't use supplies unless firing weapons, etc. Then, unless they were at a Resupply Depot, you'd need to oufit 'em with Solar Collectors or QR's. If they had a QR, you'd fleet 'em for filling up just like you do now.

Then, you still could use them as a remote resupply station. Personally, I used to do that all the time - find a storm and build a base far from home. Use it as a waypoint and fleet 'em when they get there.

The only downfall to this is the micromanagement involved. You'd need 2 turs to fill the whole fleet 'cause you coul;dn't move all the ships in the fleet to the base's fleet. (You have to keep at least 1 ship in the fleet).

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  #18  
Old September 25th, 2002, 07:52 PM
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Default Re: Base Training

Quote:
Originally posted by rdouglass:
<$.02>

The only downfall to this is the micromanagement involved. You'd need 2 turs to fill the whole fleet 'cause you coul;dn't move all the ships in the fleet to the base's fleet. (You have to keep at least 1 ship in the fleet).

See, I didn't mind the micromanagement involved. It was kinda a role playing thing. Before going to a battle, or a deep space exploration or colonization, ships would fleet with the base.

Passengers would depart, news would be shared, letters home would be offloaded, crew would enjoy the entertainment facilities, while the bridge crew would discuss latest tactics and gossip. It's a pretty typical episode of ST:NG or BAB5.

While this is happening, the engines are resupplied, missile batteries a reloaded, crates of depleted uranium slugs were stored.

New fleet members would arrive, like repair ships and resupply ships. Colony ships and cargo ships would break their old fleet and rejoin new ones. Maybe people would pick up a little training at the planets' training facilities.

I thought the delay was more fun than, "OK, supplies are low, gotta just move past that square there and they'll be full as it passes"

How does the planet bound resuppy base work, giant rail guns shooting supply crates up to passing ships. "Dammit Lieutenent, you gotta aim for the OPEN supply hatches"

[ September 25, 2002, 19:21: Message edited by: Arkcon ]
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  #19  
Old September 25th, 2002, 09:37 PM
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Default Re: Base Training

Quote:
Originally posted by rdouglass:
The only downfall to this is the micromanagement involved. You'd need 2 turs to fill the whole fleet 'cause you coul;dn't move all the ships in the fleet to the base's fleet. (You have to keep at least 1 ship in the fleet).
That is completely unnecessary. Just add the base to the ship fleet for a turn.
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  #20  
Old September 25th, 2002, 10:30 PM

Sinapus Sinapus is offline
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Default Re: Base Training

Quote:
Originally posted by rdouglass:
<$.02>
The only downfall to this is the micromanagement involved. You'd need 2 turs to fill the whole fleet 'cause you coul;dn't move all the ships in the fleet to the base's fleet. (You have to keep at least 1 ship in the fleet).
That could be seen as part of the difficulty of resupply in deep space w/a depot. The depots could have tons of shuttles to bring up supplies and such.

Anyone test a "resupply" component that acts like a depot?
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